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Does 4e limit the scope of campaigns?
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<blockquote data-quote="keterys" data-source="post: 4674690" data-attributes="member: 43019"><p>That's an interesting response. It's probably important to note that it's a _different_ purpose, not 'more' purpose.</p><p></p><p>If you're designing a world to write fictional books for it, you design it differently than you would to run games in it.</p><p></p><p>If you're designing a world to play adventures in it, you design it differently than you would to write novels about it.</p><p></p><p>If you're designing a world as an exercise, such as for historical, philosophical, linguistic, or anthropological analysis, you design it differently...</p><p></p><p>That doesn't mean that these all can't function together in the same design space, but they have very different requirements and goals. Even with those goals, you still need to consider your audience... where the intended audience may even almost entirely be yourself.</p><p></p><p>For example, I have one player in one group who is a very serious and grim player, where I'd want to make sure that things felt realistic, there were serious repurcussions, death, destruction, etc. I have one player in another group who would stop playing entirely if the barest hint of depression ended up in the game and focuses on jokes and more beer and pretzel combat. </p><p></p><p>Now, let's say that I have designed a world and intend to write short stories and/or novels in it - that's fantastic. I might want to DM characters playing in that world too, but that doesn't necessarily make it an optimal situation. If I start making concessions to the setting for the PCs I might hinder the novelization, and vice versa. Especially in writing stories you might easily hit a point of 'My god, it'd be perfect if X were Y!' and not being willing to change that because of some outside reason is a limitation.</p><p></p><p>At any rate, world building is fun and awesome no matter how or why you do it, but it's tremendously useful to understand why you make different decisions in world building.</p></blockquote><p></p>
[QUOTE="keterys, post: 4674690, member: 43019"] That's an interesting response. It's probably important to note that it's a _different_ purpose, not 'more' purpose. If you're designing a world to write fictional books for it, you design it differently than you would to run games in it. If you're designing a world to play adventures in it, you design it differently than you would to write novels about it. If you're designing a world as an exercise, such as for historical, philosophical, linguistic, or anthropological analysis, you design it differently... That doesn't mean that these all can't function together in the same design space, but they have very different requirements and goals. Even with those goals, you still need to consider your audience... where the intended audience may even almost entirely be yourself. For example, I have one player in one group who is a very serious and grim player, where I'd want to make sure that things felt realistic, there were serious repurcussions, death, destruction, etc. I have one player in another group who would stop playing entirely if the barest hint of depression ended up in the game and focuses on jokes and more beer and pretzel combat. Now, let's say that I have designed a world and intend to write short stories and/or novels in it - that's fantastic. I might want to DM characters playing in that world too, but that doesn't necessarily make it an optimal situation. If I start making concessions to the setting for the PCs I might hinder the novelization, and vice versa. Especially in writing stories you might easily hit a point of 'My god, it'd be perfect if X were Y!' and not being willing to change that because of some outside reason is a limitation. At any rate, world building is fun and awesome no matter how or why you do it, but it's tremendously useful to understand why you make different decisions in world building. [/QUOTE]
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